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Qt
Internal/Contributor docs for the Qt SDK. Note: These are NOT official API docs; those are found at https://doc.qt.io/
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\inmodule QtGuiPrivate \inheaderfile rhi/qrhi.h More...
#include <qrhi.h>
Public Member Functions | |
QRhiVertexInputLayout ()=default | |
Constructs an empty vertex input layout description. | |
void | setBindings (std::initializer_list< QRhiVertexInputBinding > list) |
Sets the bindings from the specified list. | |
template<typename InputIterator> | |
void | setBindings (InputIterator first, InputIterator last) |
Sets the bindings using the iterators first and last. | |
const QRhiVertexInputBinding * | cbeginBindings () const |
const QRhiVertexInputBinding * | cendBindings () const |
const QRhiVertexInputBinding * | bindingAt (qsizetype index) const |
qsizetype | bindingCount () const |
void | setAttributes (std::initializer_list< QRhiVertexInputAttribute > list) |
Sets the attributes from the specified list. | |
template<typename InputIterator> | |
void | setAttributes (InputIterator first, InputIterator last) |
Sets the attributes using the iterators first and last. | |
const QRhiVertexInputAttribute * | cbeginAttributes () const |
const QRhiVertexInputAttribute * | cendAttributes () const |
const QRhiVertexInputAttribute * | attributeAt (qsizetype index) const |
qsizetype | attributeCount () const |
Friends | |
bool | operator== (const QRhiVertexInputLayout &a, const QRhiVertexInputLayout &b) noexcept |
bool | operator!= (const QRhiVertexInputLayout &a, const QRhiVertexInputLayout &b) noexcept |
size_t | qHash (const QRhiVertexInputLayout &v, size_t seed=0) noexcept |
\qhash{QRhiVertexInputLayout} | |
Q_GUI_EXPORT QDebug | operator<< (QDebug dbg, const QRhiVertexInputLayout &v) |
\inmodule QtGuiPrivate \inheaderfile rhi/qrhi.h
Describes the layout of vertex inputs consumed by a vertex shader.
The vertex input layout is defined by the collections of QRhiVertexInputBinding and QRhiVertexInputAttribute.
As an example, let's assume that we have a single buffer with 3 component vertex positions and 2 component UV coordinates interleaved (x
, y
, z
, u
, v
), that the position and UV are expected at input locations 0 and 1 by the vertex shader, and that the vertex buffer will be bound at binding point 0 using \l{QRhiCommandBuffer::setVertexInput()}{setVertexInput()} later on:
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Constructs an empty vertex input layout description.
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false
if the values in the two QRhiVertexInputLayout objects a and b are equal; otherwise returns true
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true
if the values in the two QRhiVertexInputLayout objects a and b are equal.
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\qhash{QRhiVertexInputLayout}